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arramus

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Everything posted by arramus

  1. All the mods are written up in this forum somewhere but the Search function has its limitations. These are the most popular two server side only ones. The Weapons and the Zombies. Weapons Expansion https://github.com/arramus/Snufkin-Weapons-Xpansion-A20-2021December17 Snufkin Zombies PLUS https://github.com/arramus/Snufkin-Custom-Zombies-Plus-A20-2022Feb02 And one more server side only version which allows players to craft ammo and resources using 'mining' tools. https://github.com/arramus/AutoBots-A20-2021Dec12 https://community.7daystodie.com/topic/26109-a20-autobots-automated-mining-and-ammunition-making-bots-revisited/
  2. I do believe I already responded to your post about compatibility (not compatible) and posted an alternative for A20 with a reduced vehicle choice.
  3. There was also a small Localisation update for the Hydroponic Farming Mod. The Muffin text and Baked Salmon text were switched up. The Oak Forge volume has also been softened.
  4. The Oakforge was updated with a new model since accessing it while operational could be troublesome. The cause was the smoke causing collision/access challenges. The Workstation icons also received a little attention to help them standout better and show them face on.
  5. Added a small update to both versions since these are critical for efficient play throughs: - 0-Score was updated and the NPC quest kills will be registered to the totals. - Oak Forge was given a new model as the smoke effect was making it hard to access while it was operating.
  6. The Dragon Friend vehicle was purely experimental to check the limitations of attaching the Beast's models to vehicles. It is still in the xml as it is a nice bookmark for any future additions. It is not hooked into recipes, traders, or any other reward system. Server Admin are welcome to sell it or gift it though. The other decoration items haven't been added to crafting (yet).
  7. A small update has already been pushed to Github and is uploading to Moddb. - The Cooking Stations were missing the Glue and Paint recipes. - A new dynamic for Supply Drops. A dragon with a trailing particle replaces the aircraft. A 'dragon egg' replaces the Crate. Both are courtesy of Oakraven.
  8. What do they look like? A few too many to bring up an image of each. Best to F6 in game and line them all up. How much health do they have? Once they are lined up and you are in God Mod, it will be possible to see their health stats. Traits:- - Archon - Throws ranged fireballs with burn buff - Banshee - Screams and makes vision blurred - Bomber - Explodes when up close but more player damage than block damage - Cowhead - Melee - Geist - Throws ranged shock bolts with electrocute buff - Juggernaut - Fires rockets - Mantis - Spits chemicals and distorts vision - Parasite - Makes players bleed and steals health recovery - Psycho - Melee - Scarecrow - Melee - Scorcher - Flamethrower with quite long range - Siren - Makes Navezgane Trader sounds and attracts other zombies - Undertaker - Knocks players to the ground - Wendigo - Fast and strong - Wrestler - Radiates speed or slow down buff - Geist Archer - Like Geist but burning arrows - Golden Juggernaut - No rockets but high auger block damage - Hammer Spammer - Electric shock melee - Hell Bear - Jumps over defences - Hell Boar - Jumps over defences - Hell Flyer - Drone attack - Hell Lion - Jumps over defences - Hell Shocker - Drone attack - Hell Wolf - Jumps over defences - Hisser - Translucent spitting snake - Mittens - Radiated giant boar - Mother Clucker - Spits eggs (giant chicken) - Motorhead - Melee and high block damage - Navezgane Slasher - Like Parasite - Oni - Melee and high block damage - Paindeer - Strong front defense - Pogo - Jumps over defences - Shark WFLB - Flying shark - Snow Bear - Melee and high block damage - Tipsy Pink Squatch - Makes players feel drunk - Tipsy Squatch - Makes players feel drunk - Wight Radiation Shower - Causes radiation sickness with close proximity - Zombie Direwolf - Melee and high block damage
  9. Added a little info on current reported issues to the first post. More may have been mentioned but these ones stood out most. KNOWN QUIRKS/ISSUES/EXPLOITS - The NPCs are not governed by low level protection rules and initial spawning may be met with a hostile or friendly interaction. Response: Run to a safer place, ideally close to a friendly who will attack the hostile by default. - The NPCs sometimes pause, disappear, do not follow requests promptly, attack too much, or show other odd actions. Response: They are what they are, and as good as it gets for now, which is actually very functional and adds immersion. For major issues, report in the NPCMod thread. - Quests are not registering kills. Response: Has been reported to the developers in the previous comment thread. - Fetch quests can be exploited. Response: Place the fetch items in your inventory before handing in to the trader. This exploit can be both beneficial and negative depending on the sequence. This uses a built in game quest feature and will hopefully get resolved in the future. - It is not possible to open some crates when a light/object is placed above or under it. Response: This requires some changes to the models and will be resolved in due course.
  10. This is some helpful feedback and feel free to share the NPC related feedback directly in the NPCMod thread. I'm sure any assistance you can offer beyond play testing would be very welcome. The NPCMod project is very much based on community input and if you are able to patch any hardcoded game traits to reflect your feedback, it would be very much welcomed. And any assistance you can offer for only NPCMod specific coding would be equally supportive. Things such as: - Adding a patch to ensure players are given some protection from NPCs until a certain level, as is possible with the zombie class. - Giving friendly hired NPCs a command to place them in 'attack only when attacked' option so they remain in a passive state until requested otherwise. (As for non hired battling it out in the background, for some that is what makes it) - NPCs giving XP/Kill benefit for party members but not the owner has been reported as an issue, and if it also relates to quest kill benefits this needs patching as well. - Patching non responsive NPCs. This appears to happen when NPCs are attempting to perform a similar action to another NPC in close proximity. During such freeze states there is often another NPC close by and it creates a 'decision loop' where one task needs to be completed before they free themselves from the freeze state. As for the honey bug, this is actually a built in 7 Days fetch and return feature. If it's exploitable, it'll either be removed, reworked where possible within the constraints of what is available, or given a warning and players can choose how they play it. I'm not sure what assistance you were suggesting you could offer, but it seems the NPCs made up a large part of your feedback and any assistance there would be great.
  11. Pushed a small update for the xcostum_Medieval_Windmill_Retro(by_Pashmina) POI. The Windmill with the Water wheel next to it. It works very well for some players but is unstable for others and has been commented on in the past here and on the Guppy's Discord. I could also experience some double spawning, and delayed spawning when doing some intensive testing and something wasn't quite right. The update is heading to both the Github and Moddb locations as this can be deemed as a potential bug. The POI itself is perfectly fine and set up properly. It has a very similar volume setup to default Army Camp with nested volumes and priority volume settings. However, the new animal spawning feature inside POIs and the more intricate nesting Sleeper Volume setup are not playing well together with double spawning, very delayed spawning, and general instability. The timid animals and snakes have been removed for now and nested volumes are now in their own unique areas. The dogs and vultures will remain and the Undead allowance has been slightly increased and moved to new areas.
  12. arramus

    NPCMod and Addons

    Slowly building content for the Oakraven Modpack with a nice selection of NPCMod Zombie packs and Darkstardragon's Survivorz. It'll be quite a nice expansion to regular gameplay and more like a DLC than anything.
  13. Hello Scomar. Can you let us know which mod this refers to please?
  14. arramus

    NPCMod and Addons

    The Wasteland Mod is also being used and the Wasteland Raiders are holding water glasses. I wonder what other selection of mods you are using. This is not something specifically related to the NPCMod and Wasteland Mod as they work very well together. I wonder if something else you have added to the Mods folder is the culprit. Maybe you can remove other mods one by one to find any conflict. That is the best way to find the cause and fix it.
  15. There have been a lot of pushes this week with the aim of expanding and testing new POIs to help give greater coverage to all Tiers. Here is the last push with another T4 placed in the Medieval Town and also in the Wilderness. They will be identical for both locations as it offers quite a challenge. Changes: - This T4 is a reworking of the Hostile Church that was placed in the Wilderness but had no real function until the special quests were worked out. It has been populated with Bandit types (Orcs and friends). It is a TFP POI but has been fully repaired and re-pathed. In the town. And Wilderness. This gives 7 unique T4 POIs (although Bone Henge and Demon Henge use the same POI with a different experience) and gives the potential for 7 unique choices from Trader offerings. - The friendly church version which contained a Royal NPC collection has been removed. The Friendly Jousting POI serves the same purpose with the additional main quest. @BasicallyACat - Food spoilage has been set to 'false'. This means food spoilage is still hooked up but will be optional by toggling a command inside one of the folders. Here are instructions on how to turn on/off food spoilage depending on which build you are using. Step 1. Go inside your '1-NMMCore / Config folder and open the blocks.xml file. Step 2. On Line 4 you can see this code line. <set xpath="/blocks/block[@name='ConfigFeatureBlock']/property[@class='FoodSpoilage']/property[@name='FoodSpoilage']/@value">false</set> (may say true at the end depending on your version) Change the false to true to turn on food spoilage. Change the true to false to turn off food spoilage.
  16. This shows a list of everything in the storage repositories. https://github.com/arramus?tab=repositories
  17. Added two more T4 POIs to the NMM Moddb and Github along with accompanying Worlds. One is a revisit to TFP's remnant church and another was shared by Stallionsden as it will be making its way into the CP49. It was a lot of groundwork and is much appreciated. Remnant Church is rather beat up but has a scripted route to Quest loot and for finding the Undead. And ReKrypta by_Redzero83 is a crypt type POI. The colour coded lights are for a reason and signify trigger pairings. Very Doomesque key cards. As for POIs, in the Town Tiling system this gives us. T1 Jarls Estate (F+C) - Medieval House 2 (F+C) - Galera (F+C) - Medieval Dragon New (F+C) - Blacksmith (F+C) - Stables 1 (F+C) - Remnant House 04 (F+C) - Bric a Brac (F+C) - Church (F+C) - Oakraven Trading (F+C) T2 Windmill (F+C) - Tower (F+C) - Stone Church (F+C) - Mill (F+C) - Lion's Pride (F+C) - Medieval House (F+C) - Bakery (F+C) - Alchemist (F+C) - Shema House 1 (F+C) - Skinny Finger (F+C) - Shema House 2 (F+C) T3 Watermill (F+C) - House Pigeon (F+C) - Castle Destroyed (F+C) - Castle 05 (F+C) - Castle Zyncosa (F+C) - Bone Henge (F+C) T4 Windmill Retro (F+C) - Bandits Joust Arena (F+C) - Cursed Manor (F+C) - Remant Church (F+C) - ReKrypta (F+C) T5 Tudor Village (F+C) - Tavern (F+C) - Stillwater Castle (F+C) - Sly Ship (F+C) - Notre Damn (F+C) - Galeon Docks (F+C) - Doune Castle (F+C) - DnY Castle M1 (F+C) - Clock Tower (F+C) - Castle Spartan (F+C) - Castle Libby (F+C) Total town and wilderness questable POIs account for: 13 T1 Quests 11 T2 Quests 9 T3 Quests 6 T4 Quests 13 T5 Quests T1 and T2 is very nicely supported. T3 is very acceptable. T4 is reasonable. T5 is very nicely supported.
  18. These are all extensions of the default drawbridges and some classes can accept such things and some not. It's on the list for testing though.
  19. All of the mods are getting a revisit and deeper play test to consider the best level of volume as well as the distance the volume drops. https://community.7daystodie.com/topic/27806-a20-oakraven-forest-collection/?do=findComment&comment=489377
  20. Added to first post: Quests There are an abundance of Quests beyond regular Fetch and Clear. - One is automatically provided upon entering the game and after completing the 'Tutorial' stage. It gives Skill Points for completing a certain number of eliminations during Horde Night. Players who prefer not to have this automatic quest can delete it from their quest tree list. - One can be found in the player tool belt and starts an entity quest to eliminate the Undead faction. This has 5 quest stages and awards experience and skill points upon full completion. Others in this series can be purchased from Traders. - Another is also shared in the tool belt and offers a mixed quest of collect / craft / defend. This can also be purchased again from Traders. - Some Traders have their own specific side quests which only they will offer. The Main Quest - The Main Quest is one which requires visiting certain POIs in a certain order based on the scroll instructions. This quest is primarily designed for SP or smaller groups who share as a party. It is not designed for large communities or public servers. A starter scroll is found at a certain central POI (which can be found in multiple towns) and leads players on a sequential quest mission. These POIs and scrolls will not reset and once taken or complete are gone forever. However, a server admin using server admin tools can reset the specific POIs or region that they sit in to provide a 'loot respawn' equivalent which will then bring them back into place. The names can be provided to server admin on request but will not be publicly shared to avoid any spoiler disappointment.
  21. I just learned that the main quest is a special feature aimed at SP or small (potentially one main group) PvE community servers where players will tend to stick together and share quests. I shall update the main post to let players know this fact. While there will be many other PvE opportunities that refresh, server Admin will need to be creative with this one; particularly for larger communities. Handing out scrolls on a POI which is not built into the Quest respawn system will see it get further trashed over time with diminishing returns. The only real solutions seems to be region resets in the region it sits or POI specific resets using server admin tools.
  22. A small update for both the Github Development build and Moddb build to continue to address any POI Quest deficits and include assets which are kindly donated. POI Magoli created Stone_Henge in a much earlier Alpha build when blocks were limited. It has been shared for the NMM with full permission to do anything with it to match the theme. Stone Henge has two versions for T3 and T4 Questing. The T3 version is called Bone Henge and is for the Undead class. It is an open POI and players need to be careful when going too close to the circle. And the T4 version can be found in the Wilderness and offers that greater challenge. This POI adds to the lore about how the Undead are brought back to 'life'. Both NMM01 and NMM02 have been updated to include this new POI.
  23. The friendly Joust Arena has no mechanism to update it or refresh it since it isn't hooked up for questing. Based on that, it will see community servers have restricted main quest opportunities for players who join later. Even then, there is always that one player who may raid them all. For now, it may well be worth adding a server vending machine and selling them at appropriate prices or using a server mod to refresh specific POIs periodically. Even if a player does find the first Quest scroll, there is no guarantee that the second Quest location hasn't already been raided which will conclude the Quest as each stage is linked to finding the next scroll. This does need addressing moving forward.
  24. I'll tag @Darkstardragon for this message because that is where the decision will ultimately be made.
  25. Guide Sure thing, after Darkstardragon's comprehensive play through, things will be clearer. Jumpy NPCS. I have only seen this when the NPCs interact with certain kinds of obstacles such as uneven debris. The continual jumping is a new one. A20 voxel worlds are certainly behaving differently to A19 and there are some very odd irregularities when digging with tiny slithers of terrain never deleting or stretching. This may also impact the NPC pathing. Food Spoilage The main comments so far: - Honey should not, or is a lot less prone to spoil because of its high sugar content and anti-microbiological enzymes. - It is complicated to stack food for any duration since stacking moves to the lowest denominator. - In communities, players who take specific roles which can certainly take a lot of take (mining, building) are feeling the spoilage time constraints as they go about their business. Requests or Current Workarounds - Maintain a stock of fish in the fish farming side of the game since they are block type assets and not built into the spoilage system. - Maintain a stock of Honey comb which is not built into the spoilage system. - Take the Baker Trader Quest for eggs and honey before they spoil as the reward is seed bundles for T1, T2, and T3 choices for the farm. - Introduce a skill based gain in time. - Introduce a storage container which buffs the food items to reduce/stop spoilage. It seems time of spoiling is a critical factor here as many comments point to being in a state of catch up. POIs Feel free to search for additional candidates or share potential offerings. And yes, some POIs are quite liberal in how they've been assessed and assigned Quest Tiers. The extremes in regular gameplay show there is no real standard as there is overlap between Quest Tiers and a wide spectrum of values. The most recent offerings in the CP are very well regulated while some of the older ones did not have so much regulation. We were reluctant to change any as this would infringe the agreement on using them. We could change the Cursed Manor as that was created in house.
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